(Shopping-NewsWire.com, March 13, 2018 ) Publisher’s market research analysts have identified the improving demand for VR headsets driving the VR content as one of the primary factors that will trigger the growth of the 360-degree camera market in the coming years. With the emergence of advanced technologies, the gaming market extensively integrates VR content into their products. As a result, the gaming market is the largest adopter of VR content and accounts for 8% of the global gaming market. The entertainment industry is keen on developing VR content owing to which the 360 degree VR camera is gaining traction. The traditional entertainment industry is revolutionizing with the development and emergence of the serialized content. Moreover, with the improving demand for VR headsets in the market, the companies are focusing on developing more VR content. Our market research analysts estimate that the 360-degree camera market will grow steadily at a CAGR of more than 23% by 2022.

This industry research report presents a comprehensive analysis of the 360-degree camera market by application (filmmaking, events, and others), by end-user (professional and consumer), and by geography (the Americas, APAC, and EMEA).

Our market research analysts estimate that the 360-degree camera market will grow steadily at a CAGR of more than 23% by 2022.

Segmentation by application and analysis of the 360-degree camera market-Filmmaking-Events

The filmmaking segment accounted for the major share of the 360 degree view camera market during 2017. During the forecast period, this segment will continue to grow steadily. The demand for the 360-degree camera is increasing in the filmmaking sector as it is extensively used for making short movies and advertisements.

Geographical segmentation and analysis of the 360-degree camera market-Americas-APAC-EMEA

The Americas accounted for the maximum shares of the 360 degree view camera market during 2017. Our analysts have predicted that the Americas will witness steady growth in the next five years. The growth of this region can be attributed to the fact that the US was the major revenue-contributing country though it is dependent on the growth of the VR market.